Myriad Grains, Everlasting
At E2 Lv 1 · base potential
Healing spreads seeded tiles that provide passive recovery and Sanctuary damage reduction.
Defender6 ★Arknights · Global
Shu is a limited 6-star Defender who combines frontline healing with route control. Her third skill can send marked ground enemies back to seeded tiles when they travel far enough.
POWER INDEX
92/100Strong role compression with unusual movement control. S3 depends on tile layout and the enemy’s route.
View the rubric ↗Train this first
Train Samsara when you use Shu for control and coordinated bursts. Use S1 for routine healing with less timing pressure.
Upgrade value
HighAcquisition priority
SituationalTraining difficulty
HighCombines blocking and healing. Seeded tiles provide support, and S3 can return marked enemies that travel far enough.
S3 needs route planning and proper positioning. Availability is limited, so acquisition depends on an eligible banner.
Start with E2 for S3. Train S3 when a control window matters. S1 can cover routine healing with less attention.
S1 · E0 Lv 1
Stores emergency heals for nearby allies below half health.
Automatic · Charges by time
| Rank | SP cost | Initial SP | Duration | Charges |
|---|---|---|---|---|
| Rank 7 | 5 | 0 | — | 2 |
| M1 | 4 | 0 | — | 2 |
| M2 | 4 | 0 | — | 2 |
| M3 | 4 | 0 | — | 3 |
S2 · E1 Lv 1
Focuses on healing up to two allies at a time and strengthens seeded tiles while adding block.
Manual · Charges by time
| Rank | SP cost | Initial SP | Duration |
|---|---|---|---|
| Rank 7 | 30 | 20 | 25 s |
| M1 | 30 | 20 | 25 s |
| M2 | 30 | 20 | 25 s |
| M3 | 25 | 20 | 25 s |
S3 · E2 Lv 1 · Train first
Expands healing coverage and turns seeded tiles into reset points for enemies that move far enough away. Plan around the actual ground route.
Manual · Charges by time
| Rank | SP cost | Initial SP | Duration |
|---|---|---|---|
| Rank 7 | 50 | 30 | 30 s |
| M1 | 47 | 30 | 30 s |
| M2 | 47 | 30 | 30 s |
| M3 | 45 | 30 | 30 s |
At E2 Lv 1 · base potential
Healing spreads seeded tiles that provide passive recovery and Sanctuary damage reduction.
At E2 Lv 1 · base potential
Squad and deployment composition unlock different bonuses. Mixed classes, repeated classes and a four-Sui squad have separate conditions.
E2 Lv 60 · standard module
Improves healing for allies under half health. The final stage immediately seeds her deployment tile and improves its damage protection.
Mountain covers an independent lane while Shu anchors the group under heavier pressure.
The movement reset extends the time a priority enemy spends in Arts range.
Use Samsara when the enemy path crosses a seeded tile and gives the target room to move far enough to trigger a reset. Place your damage dealers so they can fire on the section the enemy will cross again.
Use S1 when Shu mainly needs to keep nearby allies alive through occasional spikes. It stores charges and heals allies below half health, while S3 requires an active timing decision.
Global game data · Original fan illustration · Terra Wiki kit reference ↗